d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
232 lines
6.1 KiB
C++
232 lines
6.1 KiB
C++
/*************************************************************************/
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/* collision_object_2d_sw.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "collision_object_2d_sw.h"
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#include "space_2d_sw.h"
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void CollisionObject2DSW::add_shape(Shape2DSW *p_shape,const Matrix32& p_transform) {
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Shape s;
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s.shape=p_shape;
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s.xform=p_transform;
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s.xform_inv=s.xform.affine_inverse();
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s.bpid=0; //needs update
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s.trigger=false;
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shapes.push_back(s);
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p_shape->add_owner(this);
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_update_shapes();
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_shapes_changed();
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}
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void CollisionObject2DSW::set_shape(int p_index,Shape2DSW *p_shape){
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ERR_FAIL_INDEX(p_index,shapes.size());
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shapes[p_index].shape->remove_owner(this);
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shapes[p_index].shape=p_shape;
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p_shape->add_owner(this);
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_update_shapes();
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_shapes_changed();
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}
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void CollisionObject2DSW::set_shape_metadata(int p_index,const Variant& p_metadata) {
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ERR_FAIL_INDEX(p_index,shapes.size());
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shapes[p_index].metadata=p_metadata;
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}
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void CollisionObject2DSW::set_shape_transform(int p_index,const Matrix32& p_transform){
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ERR_FAIL_INDEX(p_index,shapes.size());
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shapes[p_index].xform=p_transform;
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shapes[p_index].xform_inv=p_transform.affine_inverse();
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_update_shapes();
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_shapes_changed();
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}
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void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) {
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//remove a shape, all the times it appears
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for(int i=0;i<shapes.size();i++) {
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if (shapes[i].shape==p_shape) {
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remove_shape(i);
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i--;
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}
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}
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}
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void CollisionObject2DSW::remove_shape(int p_index){
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//remove anything from shape to be erased to end, so subindices don't change
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ERR_FAIL_INDEX(p_index,shapes.size());
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for(int i=p_index;i<shapes.size();i++) {
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if (shapes[i].bpid==0)
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continue;
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//should never get here with a null owner
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space->get_broadphase()->remove(shapes[i].bpid);
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shapes[i].bpid=0;
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}
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shapes[p_index].shape->remove_owner(this);
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shapes.remove(p_index);
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_shapes_changed();
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}
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void CollisionObject2DSW::_set_static(bool p_static) {
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if (_static==p_static)
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return;
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_static=p_static;
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if (!space)
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return;
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for(int i=0;i<get_shape_count();i++) {
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Shape &s=shapes[i];
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if (s.bpid>0) {
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space->get_broadphase()->set_static(s.bpid,_static);
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}
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}
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}
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void CollisionObject2DSW::_unregister_shapes() {
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for(int i=0;i<shapes.size();i++) {
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Shape &s=shapes[i];
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if (s.bpid>0) {
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space->get_broadphase()->remove(s.bpid);
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s.bpid=0;
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}
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}
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}
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void CollisionObject2DSW::_update_shapes() {
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if (!space)
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return;
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for(int i=0;i<shapes.size();i++) {
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Shape &s=shapes[i];
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if (s.bpid==0) {
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s.bpid=space->get_broadphase()->create(this,i);
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space->get_broadphase()->set_static(s.bpid,_static);
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}
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//not quite correct, should compute the next matrix..
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Rect2 shape_aabb=s.shape->get_aabb();
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Matrix32 xform = transform * s.xform;
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shape_aabb=xform.xform(shape_aabb);
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s.aabb_cache=shape_aabb;
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s.aabb_cache=s.aabb_cache.grow( (s.aabb_cache.size.x + s.aabb_cache.size.y)*0.5*0.05 );
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space->get_broadphase()->move(s.bpid,s.aabb_cache);
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}
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}
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void CollisionObject2DSW::_update_shapes_with_motion(const Vector2& p_motion) {
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if (!space)
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return;
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for(int i=0;i<shapes.size();i++) {
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Shape &s=shapes[i];
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if (s.bpid==0) {
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s.bpid=space->get_broadphase()->create(this,i);
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space->get_broadphase()->set_static(s.bpid,_static);
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}
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//not quite correct, should compute the next matrix..
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Rect2 shape_aabb=s.shape->get_aabb();
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Matrix32 xform = transform * s.xform;
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shape_aabb=xform.xform(shape_aabb);
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shape_aabb=shape_aabb.merge(Rect2( shape_aabb.pos+p_motion,shape_aabb.size)); //use motion
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s.aabb_cache=shape_aabb;
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space->get_broadphase()->move(s.bpid,shape_aabb);
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}
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}
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void CollisionObject2DSW::_set_space(Space2DSW *p_space) {
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if (space) {
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space->remove_object(this);
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for(int i=0;i<shapes.size();i++) {
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Shape &s=shapes[i];
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if (s.bpid) {
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space->get_broadphase()->remove(s.bpid);
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s.bpid=0;
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}
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}
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}
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space=p_space;
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if (space) {
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space->add_object(this);
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_update_shapes();
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}
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}
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void CollisionObject2DSW::_shape_changed() {
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_update_shapes();
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_shapes_changed();
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}
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CollisionObject2DSW::CollisionObject2DSW(Type p_type) {
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_static=true;
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type=p_type;
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space=NULL;
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instance_id=0;
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collision_mask=1;
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layer_mask=1;
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pickable=true;
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}
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